Community Announcements - Mikee
We are livestreaming today, Saturday June 27th, at 3:00 pm EST with the SOCOM: Insurgency mod for Insurgency. Tune in and watch us here.



Today we’ll be checking out the SOCOM mod for Insurgency. I’ll be playing with the mod’s founder, redline, and talking shop about what they have planned throughout SOCOM: Insurgency’s development. We’ll be checking out classic SOCOM maps like Nightstalker, Desert Glory, and Crossroads. We’ll also play on a few regular Insurgency maps.



You can download the mod here on the Workshop and use its included custom playlist to find a server (it will show up underneath the official playlists in the play menu). Be sure to join up on the official Socom Source Steam group and website to stay up to date on events.

As always, we’ll be happy to answer any questions in the stream about Insurgency or the SOCOM: Insurgency mod. ːsecurityː
Community Announcements - Mikee


On Sunday, June 21st the ESL is hosting its seventh community cup. Play will consist of 5v5 Firefight and every team, especially Summer Sale Purchasers, are welcome. Sign up to play here for this event. You don’t need to be European team to participate, but be aware that matches will be at EU friendly times and on EU servers. ESL hosts their community cups every week, and have more events, leagues, and ladders planned for the future. To stay up to date, be sure to join the Official ESL Steam group. And if you are a player without a team or just curious about the scene, the Insurgency pick-up games Steam group is an excellent way to meet new players. The competitive community does pugs almost every evening, so watch for events posted and join up in the Teamspeak at the following IP: 144.76.37.13:9989 Feel free to speak to anyone with red sergeant stripes or a blue Bromance clan crest to get started. You can also check out the WTFN community pick-up games at their Steam group here.

Insurgency ANZ, a competitive league composed of Oceanic Insurgency members, is currently hosting its third season of play with CyberGamer. Teams are competing in a 5v5 Firefight competition to prove they deserve to be first in Australia and New Zealand. A fourth season is also in the works, as well as State Championships to be undertaken between seasons. If you’re from Down Under, or a proud Kiwi, sign up on CyberGamer and register/join a team on the ladder here. Also check out Insurgency ANZ's official website and say hello on the community Teamspeak server by connecting to the following IP: http://ts.insurgencyanz.com.

If you aren't eligible for the Insurgency ANZ competitive scene, there are still plenty of Oceanic based public Coop and PVP servers to join, as well as the InsurgenZ zombie mod (by Mike Hawk) and a new mod still in alpha testing heavily inspired by the classic Half Life 2 mod The Hidden. In it, a team of survivors are attacked by ghostly specters armed with their own special abilities. Find out more about what Insurgency ANZ offers and check out those servers on the server list here.

The Digital Gaming League hosts Insurgency competitive matches and events for players around the world. On June 27th at 12:00 PM EST, the DGL will be hosting its very first 5v5 Firefight International Draft Tournament. Everyone is welcome and can sign up here. Teams will be picked about a week before the event. You DO NOT need a team to sign up. Team captains will choose from the player pool and then contact those players. The DGL’s Europe and North American 5v5 Firefight Seasons will be beginning the week of July 6th, so sign up now on http://www.thedgl.org. Please add DGL administrators Link or [FgC]Torix for more info.
Community Announcements - Mikee
UPDATE: We've put out a small update today (about 30 mb) that fixes some issues people were having with the game hanging on startup. It is clientside, so servers will not need to be restarted.

We are livestreaming today, Saturday June 13th, at 3:30 pm EST with actor Thomas Middleditch, best known for his lead role as Richard Hendricks on HBO’s Silicon Valley. Tune in and watch us play content from our new update here.



Middleditch is also known for his work in The Wolf of Wall Street, Jake and Amir, and Penn Zero: Part-Time Hero. He’s acted and written for various other movies and series.



Thomas Middleditch (middle) with the rest of the cast of Silicon Valley

It turns out that Thomas is a big time gamer and even streams regularly on Twitch. And he loves Insurgency. So we’re going to check out our new game modes Outpost, Strike, Elimination, and some other cool stuff as well.

As always, I’ll be happy to answer any questions in the stream about Insurgency. ːsecurityː
Community Announcements - JBlum
We released an update for the game that adds new Coop and Multiplayer game modes, new animations, a new playlist system, gameplay changes, various optimizations and fixes. You can see the full changelist here in this announcement. This update might also cause some Workshop mods to be incompatible. Players, please unsubscribe and report incompatible mods in the meantime until the authors have time to fix them. Mod authors, please find out how to fix them at the end of this announcement.



In this update we introduce two new modes to the game and a redesign of an existing mode. New to our cooperative modes is Outpost, where players must defend a weapon cache from being destroyed by enemy Insurgents.

For Multiplayer modes, we added Elimination and a new version of Strike. Elimination is a one-life attack and defend mode, with one team attempting to destroy one of two enemy caches on the map.

Strike has been completely overhauled to become a sustained combat mode similar to Push. Both teams have several waves of reinforcements, while the attackers attempt to destroy three enemy weapon caches to win. The attackers gain more waves and time for each cache they destroy.

A new playlist system features official playlists as well as the ability for mod authors to create custom playlists and upload them to the Workshop. This will make it more effective for players to find the sort of experience they favor from Insurgency - whether that is the high tension of one-life modes, or the recurring epic battles of Push, or the very popular cooperative play.

The official playlists are:

Sustained Combat - Prolonged battles with lots of reinforcement waves for each team
Tactical Operations - Intense encounters where reinforcements are sparse or non-existent
Classic Coop - Coop as it was before this update
Elite Coop - More realistic and tactical
Hardcore Coop - More weapons and supply
Competitive Matches - 5vs5 Firefight

Multiplayer playlists are designed to bring similar modes within each. The new Strike mode is in the Sustained Combat playlist, as it has multiple reinforcement waves and longer rounds. Also included are Occupy, Skirmish, and Push.

Elimination is in the Tactical Operations playlist, as it is designed for a slower pace that tactical shooter fans crave. Ambush and Firefight also can be found as Tactical Operations.
We plan on playtesting and optimizing Elimination and Ambush as 5v5 competitive modes for our Competitive Matches playlist. For now, Competitive is 5v5 Firefight.

We’ll be testing these modes for different map configurations and general balance with the community, so please, join us in our regular beta tests by joining the Beta Branch Bunch and the Official Insurgency Community Group on Steam. We post Event updates whenever we test. You can find out how to download the beta version of the game here.

Workshop creators be advised: Because of changes made to animations, multiple Workshop weapon model replacements will be broken or not working properly. Textures should be fine. Please check your submissions and update your items according to the changes. We apologize for the inconvenience. These changes allow for easier modification of weapon models and animations. A guide on fixing weapon remodels can be found here.
Community Announcements - Mikee
We are releasing an update to the game that adds new coop and PvP game modes, new animations, a new playlist system, gameplay changes, and various fixes. Changelist can be found below.



Workshop creators be advised: Because of changes made to animations, multiple Workshop weapon model replacements will be broken or not working properly. Textures should be fine. Please check your submissions and update your items according to the changes. We apologize for the inconvenience. These changes allow for easier modification of weapon models and animations. A guide on fixing weapon remodels can be found here.

Update June 12th, 2015 Changelist

New Content
  • New Playlists
    • Sustained Combat - Many reinforcements, for epic combat
    • Tactical Operations - Reinforce by objective, or only one-life, for high tension
    • Elite Coop - More realistic and tactical load outs
    • Hardcore Coop - More weapons and supply
  • New Map: Tell (Night)
  • New Coop Mode: Outpost
    • Defend your team’s weapon cache against increasingly intense waves of enemies.
    • Added for Market, Verticality, Sinjar, Peak, Heights and Panj.
  • New Sustained Combat Mode: Strike
    • Three weapon caches which all must be protected or destroyed.
    • Added for Market, District, Verticality, Heights and Panj.
  • New Tactical Operation Mode: Elimination
    • One of the two weapon caches must be destroyed.
    • Added for Market, District, Verticality, Contact, Heights, Panj, Peak, Verticality, Revolt, Sinjar, Station and Tell.

Features
  • New playlist system allowing custom playlists to be created, shared and loaded automatically into the game’s matchmaking system.
  • Mode-specific dedicated server configs will no longer be overwritten with each update. The default settings for a mode are now placed in default_server_<mode>.cfg. If a server_<mode>.cfg exists, that is loaded instead.

Gameplay Improvements
  • Added scoring for kill assists and for each 10% contributed to an objective capture or reset.
  • Added objective point to defenders when capture progress is reset to 0% from 50% or more.
  • Disabled free-aim on all grenades.
  • Reduced sway penalties for suppression and low stamina.
  • RPK recoil increased slightly.
  • Improved consistency in deploy heights for bipods.
  • Removed FOV change from LMG bipods.
  • SKS position has been lowered to prevent the 7x Scope clipping into the first person camera.
  • Grenades and Molotovs are now aimable using the left hand.
    • The index finger points to just above center, allowing you to better judge where your grenades will go.

Optimizations
  • Reduced the networking overhead of each player.

Bug Fixes
  • Restored firing position and direction on M203 and GP-25.
  • Fixed bullets colliding with walls when you have your back to them.
  • Fixed spotting through foliage props.
  • Fixed bots seeing through foliage props.
  • Soft particle settings are loaded from video.txt now.
  • Fixed exploit that allowed clients to see sound names through geometry.
  • Fixed collision meshes on the FAL, L1A1 and AK74 world models.

Animation Updates
  • New first person animations for the M249 SAW.
    • Reloads have been made longer to help with balance.
  • New Draw/Holster animations for all primary weapons.
  • New Iron fire & Ready animations for the M40A1 and Mosin Nagant.
  • Increased the swing of the 3rd person knife attack.
  • Fixed a bug with the 3rd person rifle walk.
  • Reduced the backwards recoil of the SKS and AKS74u iron fire animations to prevent large sights clipping with the camera.
  • M14 EBR bolt locks back on empty.
  • Minor touch ups and bug fixes to various other animations.

Map Updates
  • Buhriz
    • Tweaked restricted zones a tad to avoid potential issues in the future.

  • District
    • Clipped railings in all stairwells to smooth out player movement.
    • Clipped wooden market stalls throughout the map to avoid players from getting stuck between them.

  • Heights
    • Reduced sun glow on day version to avoid players from getting blinded.
    • Removed invisible wall at the back of Firefight A building.
    • Fixed an issue where a player could clip through a wall near C Firefight.
    • Fixed several small issues throughout the map.

  • Market
    • Optimized several areas of the map to improve overall performance.
    • Added more cover around Security spawn.
    • Several gameplay adjustments at C firefight.
    • Fixed an invisible wall on the beach building at Security spawn.

  • Ministry
    • Fixed an issue where the player could get stuck behind some pallets.
    • Fixed player able to get stuck in the collapsed road at the front of Ministry.
    • Removed floating ammo box at the end of the parking in Checkpoint.

  • Peak
    • Fixed player clipping through middle structure when using iron sights.
    • Fixed a bunch of displacement seams around the center of the map.

  • Station
    • Adjusted a rock below the bridge to avoid players from getting stuck on it.
    • Removed a metal sheet near the end of river.
    • Fixed an overlapping displacement at Push C building.
    • Fixed several exploits throughout the map.
    • Additional clipping pass to smooth out player movement a bit more.
    • Fixed several small issues throughout the map.

  • Tell
    • Moved insurgent spawns back for Push objectives A and C.
    • Altered restricted zones for Push objective A which will curtail insurgent advancement.
    • Various implementations to alleviate some unfair spawn camping out of Security Push A spawn.
    • Opened up top of Push A building to allow projectiles to be thrown/shot from the approach to the objective.
    • Alteration of terrain and cover up to and around Push objective A for balance.
    • Added a route to Push objective B to mitigate chokepoint on right flank.
    • Removed a redundant route between Push objectives B and C.
    • Replaced a window en route to Push objective C with a door.
    • Increased cover on approach to Push objective C
    • Adjusted bounds of and increased cover and area within Push objective C.
    • Fixed an exploit where players could leave the playable area.
    • Fixed several smaller exploits and graphical issues throughout the level.
    • Aesthetic improvements throughout.

Modding
  • New playlist system allows users to create a total conversion with custom maps, content and theater scripts.
  • Added support for melee weapons that can consume ammo.
  • Added support for Firefight maps with an even number of objectives. This removes the middle neutral objective.
  • Sway speed for stamina and suppression can now be adjusted in the theater.
  • All primary weapons are now able to use any optic or scope.
  • Missing sight deltas have been created to accompany these. SEC weapons are able use the M40 Scope, INS weapons are able to use the Mosin Scope plus various other sights.

Thanks. Have fun. ːsecurityː
Community Announcements - Mikee
Soon we are releasing another update to Insurgency. This update will include some bug fixes to issues brought about by the last patch as well as new game modes and content. Fixes include:

  • Hit detection
  • Weapon sway
  • FAL 7x scope
  • Grenade throwing

Workshop content creators, please read the important note at the end of this announcement.

We’re having a playtest today at 4:00 pm EST (9:00 pm BST). Join the test and provide us feedback, and help get the update ready for release. For instructions on how to download the beta version of the game, check out the beta branch guide here. Anyone who owns the game can play and help us test, it’s as simple as “opting in” to the beta version of the game and downloading it through Steam. Once we’re done testing, you will need to switch branches again to play as normal.

There will be more tests in the coming days, as more bugs are fixed and content polished up, with many more tests as we further update the game. To stay up to date on all the testing we do, be sure to join the official Insurgency Steam group here as well as the official beta branch testing Steam group here. We post events whenever we have beta tests, and we encourage you to post your thoughts and bug crashes in the beta branch testing Steam group discussion area.

Workshop content creators and anyone who uses Workshop content should be advised: because of various different animation updates included in this update, many weapons will require readjustment. This will be apparent on the beta build of the game as well. For assistance on adjustments, please consult this guide.
Community Announcements - Mikee
We are livestreaming today, Saturday June 6th, at 3:00 pm EST (8:00 pm BST) with Twitch streamer Punjistick. You can tune in here.



Punjistick played Insurgency back when it was a mod for Half-Life 2. He’s only played a little bit of the current Insurgency and was curious to see what it had to offer, so I invited him to play with me this week. We’ll be hitting up a few different modes and I’ll be showing him how far the game has come. Come join us in server and in chat, and help me educate him on playing the objectives and throwing smoke grenades.

As always, I'll be happy to answer any questions in the stream about Insurgency. ːsecurityː
Community Announcements - Mikee
We are releasing an update to the game today that fixes an exploit and includes changes to animations, maps, optimizations, and various other fixes. We’ve also made some improvements for better mod support. You can see the full changelist below.



Patch June 3rd, 2015 Changelist

Exploit Fix
  • Fixed exploit using cl_showtracerdistances.

Features
  • Deaths caused by headshots or high-damage explosives will now fade the screen instantly.
  • Squad leader call-outs and enemy spotted markers are now displayed on the tactical map.
  • New weapon collision animations when in iron sights.
  • Added the 1x Red Dot to the AK-74, AKM, AKS-74u, FAL, Mosin, RPK, SKS and TOZ in coop.
  • Added the Kobra sight to the M249 and M4A1 in coop.

Gameplay Improvements
  • Weapon sway pattern no longer shakes violently by going in and out of aim focus or during other rapid sway speed changes.
  • Weapon sway is now a little smoother when applying small amounts of sway.
  • Improvements made to AI vision.
  • In modes with objective discovery (eg. Hunt), letters are given for objectives in the floating HUD without having to look at them directly.
  • Player collision for crouching is now kept consistent regardless of whether the player is aiming down the sights or not. This prevents issues where the player gets stuck using their weapon sights while crouched.
  • Disabled weapon collision system on the melee weapons.

Optimizations
  • Minor shadow rendering improvements which should lead to a small improvement in rendering speeds.

Stability Fixes
  • Reverted some of the sound mixing code to match previous versions of Source in order to reduce the number of DSP crashes with surround sound.
  • Fixed common bullet-related crash when a gib from a breakable prop was shot.

Bug Fixes
  • Fixed being unable to vote kick a player that has not spawned yet.
  • The correct world model is now shown for the 1x Red Dot.
  • Events: Fixed incorrect explosive ID in grenade_thrown, fixed grenade_explode not triggering for C4 and added damagebits to player_hurt.
  • Fixed soft particle settings not being saved.

Animation Updates
  • New first person animations for the RPG, AT4, RPK, M590 and TOZ.
  • Modified some animations on the M16, M4A1 and MK18.
  • Shotgun specific lasers, flashlights and suppressors have been re-scaled to better suit the new animations.
  • New and improved third person animations for the knife.
  • Arm meshes now properly deform at the fingers as well as the elbows. Sleeves have been added to the upper arm of the light security arms as well as the light insurgent arms, security version are tanned.
  • VIP arms now have black upper armed sleeves.

Map updates
  • Buhriz:
    • Fixed visible nodraw faces.

  • District:
    • Restricted access to tops of market stalls.
    • Restricted access to debris in corridor outside of firefight Alpha that allowed proning.
    • Lowered capture zone in firefight Charlie that allowed capture from the rebar in the hole above.
    • Restricted access to tops of several doorframes.
    • Fixed exploitable fade distance on dumpster.

  • Heights:
    • Restricted access to several window ledges and rooftops.
    • Reworked collision on some doorframe props (applicable to several maps).
    • Fixed clipping on hanging tarp (potential exploit).
    • Fixed clipping on wooden bridge in security firefight spawn.
    • Opened exit from security firefight spawn slightly.
    • Fixed traversability of several props.
    • Addressed issue with leaning through certain geometry.
    • Terrain smoothing in places to improve movement.

  • Market:
    • Fixed access to an exploitable room above a stairway.
    • Fixed displacement seam at objective C firefight.
    • Adjusted the room of C firefight to make it less camper friendly.

  • Ministry:
    • Fixed an issue where players could get stuck on the curbs in the garage.
    • Potential fix for elevator glitch.
    • Fixed a few plants offset from the planters.
    • Smoothed out stair railings.

  • Panj:
    • Moved sec main bunker to the building with the stairs.
    • Fixed a bunch of exploits throughout the map.

  • Peak:
    • Updated center area.
    • Fixed a few small issues throughout the map.

  • Revolt:
    • Fixed a rock collision issue at SEC spawn.

  • Station:
    • Players can no longer prone in the river.
    • Fixed a bunch of small issues reported by the community.

  • Uprising:
    • Improved player movement on scaffolding.
    • Increased brightness of global lighting a bit.
    • Reduced sun glow, to avoid players from getting blinded.
    • Optimized several areas of the map a bit more.

  • Verticality:
    • Added elevated walkway between two buildings near INS spawn.
    • Fixed several issues throughout the map.

Modding
  • Added “sv_thirdperson_allowed” console variable so that mods/servers may allow thirdperson without enabling cheats.
    • Setting this cvar to 1 will allow third person to work without allowing players to run thirdperson/thirdpersonshoulder commands directly.
    • Setting this to 2 will allow players to use thirdperson/thirdpersonshoulder commands with a “_tpa” suffix.
  • Certain camera control ConVars have been made server executable.
  • ins_bots_knives_only is no longer marked as a cheat.
  • host_timescale is no longer marked as a cheat.
  • Servers using slot reservation plugins can now temporarily block their servers from matchmaking by adding a mm:ignore tag.
  • Exposed some experimental features to the theater system:
    • “SprintSpeedFactorByStamina” under the player stamina block will allow you to apply a sprint speed multiplier depending on the players’ stamina.
    • “sway_viewmodel_ads_ratio” under a weapon’s sway block will allow you to apply a multiplier of weapon sway to a weapon’s view model when aiming down sights.
    • Weapons can enable freeaim when aiming down sights by specifying “freeaim_ads” in the freeaim block. It can be tweaked with the “freeaim_distance_ads” and “freeaim_screenratio_ads” variables.
  • Increased the maximum amount of weapons to 128 and the amount of explosive types to 64.
  • Added gear slots “head”, “misc1” and “misc2”.
  • Added support for func_elevator entity from Left 4 Dead that allows for clientside predicted elevators.
  • Added prop_vehicle support.
  • Added entry for filter_activator_team entity to FGD.
  • Improved support for mods based on Insurgency by allowing the “-game” parameter to be modified on dedicated servers.
  • Grids for map overviews are now drawn by the game rather than being baked onto a texture. The grid divisions can be overridden by defining “grid_divisions <number>” and the lines can be set to a darker color by adding “grid_dark 1”.

Thanks and enjoy. ːsecurityː
Community Announcements - Argyll
We are entering the final stages of testing for releasing a small update to Insurgency. This patch includes changes to animations, maps, optimizations, and various other fixes. Workshop content creators, please read the important note at the end of this announcement.

We’re having a playtest today at 5:00 pm EST (10:00 pm BST). Join the test and provide us feedback, and help get the update ready for release. For instructions on how to download the beta version of the game, check out the beta branch guide here. Anyone who owns the game can play and help us test, it’s as simple as “opting in” to the beta version of the game and downloading it through Steam. Once we’re done testing, you will need to switch branches again to play as normal.

There will be more tests in the coming days, as more bugs are fixed and content polished up, with many more tests as we further update the game. To stay up to date on all the testing we do, be sure to join the official Insurgency Steam group here, as well as the official beta branch testing Steam group here. We post events whenever we have beta tests, and we encourage you to post your thoughts and bug crashes in the beta branch testing Steam group discussion area.

Workshop content creators and anyone who uses Workshop content should be advised: because of various different animation updates included in this hotfix, many weapons will require readjustment. This will be apparent on the beta build of the game as well.
Community Announcements - Mikee
We are livestreaming today, Saturday May 23rd, at 3:00 pm EST with custom level designer Chief-C-OTF, creator of maps like Game Day, Tunnel Rats, and The Burbs. You can tune in here.



If you’ve ever played any of Insurgency’s custom Checkpoint maps, odds are you’ve come across some of Chief’s maps. His maps cover a variety of interesting settings and themes, including a jailhouse escape, a beachhead assault, and an assault on a missile silo.



Invasion, Chief’s latest map, features Security forces assaulting a beachside compound.



Launch Control, where we will hopefully prevent the Insurgents from launching this huge dangerous missile.

We’ll be checking out a selection of these maps and talking about the process Chief went through in conceptualizing and creating them. As always, I'll be happy to answer any questions in the stream about Insurgency. ːsecurityː
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